Earlier quoted context omitted.
> I feel like this is a detour that we can avoid by adding a small cost to switching. I don't think its a detour we actually want to avoid; the implications are really fascinating and help us to understand how to solve games more generally. I agree with adding cost as a way to do it. Actually, that is why I've been saying it is zero or undefined. You know about dynamic programming right? Well, one of the reasons it w…
> You know about dynamic programming right? Well, one of the reasons it was invented is kind of related to what we're talking about right now. There are these things called the bellman equations. Yes, I've done dynamic programming in competitions. I'm not familiar with bellman equations, and the explanation you provided about convergence, policy functions, etc. went over my head, sorry. > If you're actually intereste…
Two envelopes problem
301–310 of 318 posts
Re: Two envelopes problem
#302Earlier quoted context omitted.
> I feel like this is a detour that we can avoid by adding a small cost to switching. I don't think its a detour we actually want to avoid; the implications are really fascinating and help us to understand how to solve games more generally. I agree with adding cost as a way to do it. Actually, that is why I've been saying it is zero or undefined. You know about dynamic programming right? Well, one of the reasons it w…
> You know about dynamic programming right? Well, one of the reasons it was invented is kind of related to what we're talking about right now. There are these things called the bellman equations. Yes, I've done dynamic programming in competitions. I'm not familiar with bellman equations, and the explanation you provided about convergence, policy functions, etc. went over my head, sorry. > If you're actually intereste…
I was agreeing with you when I talked about convergence. You said that adding a cost would solve the problem and I agree that it does. I think you were probably thinking of a literal cost like "one cent". If you choose a cost like that then switching an infinite number of times has an infinite cost. You could instead think of the cost as a fraction of your expectation, the cost is 1% of whatever you end up getting back. Now if you switch an infinite number of times you end up having a cost of zero. That might seem counterintuitive, but recall that 1/3 is .3333 repeating. So when you sum 1/3 + 1/3 + 1/3 you get .9999 repeating. Yet 1/3 + 1/3 + 1/3 is equal to one. Infinitely close to something else is basically being the thing you are infinitely close to. Even though we never get the reward we know that the fraction is becoming infinitely close to zero. People call it "converging" when we have an infinite sequence we can sum to a real value. We know before ever seeing the value that we'll be multiplying it by zero. So we can refactor the equation to be 0*ev(switch) and then take advantage of the identity of 0x=0 to declare the result to be 0. Thus, the calculation converges to zero.
Re: Two envelopes problem
#303Earlier quoted context omitted.
> I feel like this is a detour that we can avoid by adding a small cost to switching. I don't think its a detour we actually want to avoid; the implications are really fascinating and help us to understand how to solve games more generally. I agree with adding cost as a way to do it. Actually, that is why I've been saying it is zero or undefined. You know about dynamic programming right? Well, one of the reasons it w…
> You know about dynamic programming right? Well, one of the reasons it was invented is kind of related to what we're talking about right now. There are these things called the bellman equations. Yes, I've done dynamic programming in competitions. I'm not familiar with bellman equations, and the explanation you provided about convergence, policy functions, etc. went over my head, sorry. > If you're actually intereste…
This isn't really the central problem of imperfect information. Consider that in a perfect information game, your opponent will also adjust their strategy to exploit weakness in your strategy. So if it was the central challenge, why does it happen in both? You can rule it out as what he was referring to, because it doesn't discriminate between the two types of games. The central challenge in imperfect information games is you have to play with respect to your information set, not the subgame you are in. So the policies and outcomes of other subgames influences the expected value of the subgame you are in. In perfect information, the only game in your information set is the subgame you are in. So you only have to play with respect to the subgame. That is what makes perfect information different from imperfect information. It discriminates between the two game types.
Re: Two envelopes problem
#304Earlier quoted context omitted.
> You know about dynamic programming right? Well, one of the reasons it was invented is kind of related to what we're talking about right now. There are these things called the bellman equations. Yes, I've done dynamic programming in competitions. I'm not familiar with bellman equations, and the explanation you provided about convergence, policy functions, etc. went over my head, sorry. > If you're actually intereste…
> Although Brown says "imperfect-information games" here, he actually means a specific type of imperfect-information games: the type where the opponent's strategy is not fixed. We're talking about games where your opponent can change their strategy in order to exploit weaknesses in your strategy. This isn't really the central problem of imperfect information. Consider that in a perfect information game, your opponent…
The type of issue I was referring does not occur in perfect information games.
As a practical example, consider the concept of "balancing your range" in poker. If you play poker without doing that - if you play with a purely exploitative strategy where you are only trying to maximize your EV for each hand - then your strategy will be very easily exploitable by an adaptive opponent. You will frequently end up in river situations where your opponent can deduce whether you have a strong or weak hand, so they can fold to your strong hands and bluff you out of weak hands. In contrast, if you attempt to "balance your range" - that is, consider all the subgames - then you won't end up in these situations as badly. For example, when you make a particular river bet, your opponent might deduce that you have a strong hand 70% of the time and a bluff 30% of the time (as opposed to 100% and 0%).
This issue does not exist in perfect information games. Yes, my definition of "adjusting your strategy to your opponent's strategy" was overly broad to define this issue. But if you think about the poker example, where a poker player will might make a decision like "I need to bluff with this part of my range, because I need to support my strong hands [other subgames] by having some bluffs in my range in this situation" - you won't find a corresponding example from perfect information games like chess. This class of problems is unique to imperfect-information games in which an opponent is allowed to adapt their strategy to yours. If you fix the opponent's strategy, the issue disappears. If you turn the game into a perfect-information game, the issue disappears. Both requirements must be present for this issue to exist.
I thought that Noam Brown was talking about this issue in chapter 2. He discussed a simple coin toss game where one player took a strategy, and then the other player adapted by taking the optimal (exploitative) strategy against them. Then the other player changed their strategy, and the other player again adapted their strategy. And then he described a balanced (GTO) strategy. Then he said this as a conclusion:
> This shows that a player’s optimal strategy in a subgame can depend on the strategies and outcomes in other parts of the game. Thus, one cannot solve a subgame using information about that subgame alone. This is the central challenge of imperfect-information games as opposed to perfect-information games.
I thought that this corresponds perfectly to my poker example. If it doesn't, and it means something completely different, ok, sure. I'm not a mathematician. I can't even read the notation that's used in subsequent part of the paper.
Re: Two envelopes problem
#305Earlier quoted context omitted.
> I feel like this is a detour that we can avoid by adding a small cost to switching. I don't think its a detour we actually want to avoid; the implications are really fascinating and help us to understand how to solve games more generally. I agree with adding cost as a way to do it. Actually, that is why I've been saying it is zero or undefined. You know about dynamic programming right? Well, one of the reasons it w…
> You know about dynamic programming right? Well, one of the reasons it was invented is kind of related to what we're talking about right now. There are these things called the bellman equations. Yes, I've done dynamic programming in competitions. I'm not familiar with bellman equations, and the explanation you provided about convergence, policy functions, etc. went over my head, sorry. > If you're actually intereste…
Obviously the EV of envelope 1 is the contents of envelope 1. If you know the probability of reaching it you can calculate the expected value of that envelope by multiplying by the probability of reaching it. But why are you multiplying by 1/2? Probability is defined in terms of sets. What are the set that makes it 1/2? Does that set contain only the subgames that are part of the subgame you are in?
Re: Two envelopes problem
#306Earlier quoted context omitted.
> Although Brown says "imperfect-information games" here, he actually means a specific type of imperfect-information games: the type where the opponent's strategy is not fixed. We're talking about games where your opponent can change their strategy in order to exploit weaknesses in your strategy. This isn't really the central problem of imperfect information. Consider that in a perfect information game, your opponent…
> This isn't really the central problem of imperfect information. Consider that in a perfect information game, your opponent will also adjust their strategy to exploit weakness in your strategy. So if it was the central challenge, why does it happen in both? You can rule it out as what he was referring to, because it doesn't discriminate between the two types of games. The type of issue I was referring does not occur…
I think you understood his point very well. I just think you're making a mistake in trying to recast his claim from "imperfect information games" have this property to "this narrow subset of imperfect information games" has this property. Both imperfect games with an opponent and imperfect games without an opponent have the property of needing to play as if you are in multiple subgames, because the definition of the problem is that you don't know which subgame you are in. His claim was that the policy in one subgame could influence the EV of another subgame - and in this problem, it does. I believe you're thinking of the EV of the envelope when you think you are proving this game doesn't have that property via calculation.
To see his claim applies to this game consider the case where P(Switch)=1. Being able to calculate the EV of the envelope's contents is a bit different from solving the subgame. Here, we have two subgames E1 and E2. We can know a priori what the expected values of envelope's contents in E1 and E2 are. But if you change your policy in E1, it changes your expected value in E2. If you doubt this, remember the core of the paradox again - choose to always switch and your EV is no longer the EV of the envelopes. Ergo, the EV of the subgame E1 is dependent on the strategies and policies of another subgame, E2.
Re: Two envelopes problem
#307Earlier quoted context omitted.
> This isn't really the central problem of imperfect information. Consider that in a perfect information game, your opponent will also adjust their strategy to exploit weakness in your strategy. So if it was the central challenge, why does it happen in both? You can rule it out as what he was referring to, because it doesn't discriminate between the two types of games. The type of issue I was referring does not occur…
> I thought that this corresponds perfectly to my poker example. If it doesn't, and it means something completely different, ok, sure. I'm not a mathematician. I can't even read the notation that's used in subsequent part of the paper. I think you understood his point very well . I just think you're making a mistake in trying to recast his claim from "imperfect information games" have this property to "this narrow su…
If we take the poker example and we modify it by "locking" our opponent's strategy, then this property is removed. Suddenly the optimal strategy for us no longer includes any GTO-like thinking such as "balancing our range", we should simply maximize our EV for each hand "in a vacuum" without any thought to other subgames. We no longer care how our range looks to our opponent, because they are no longer able to change their strategy.
> To see his claim applies to this game consider the case where P(Switch)=1. The policy you chose in one subgame just changed the EV of another subgame.
Sorry, but I don't understand this. This sounds to me like we fix the probability of switching to 1, which means that we end up in infinite loop and the outcome can not be computed. I don't understand this premise, nor its implications for the EV of the other subgame.
> This is a subtle distinction that I mentioned earlier - the EV of the envelope as in the wikipedia problem isn't the EV of the subgame. So you're not solving the subgame if you figure out the EV of the envelope.
The expression you use "EV of the envelope" is ambiguous in this context. I'm not sure if you mean EV relative to the value of the total amount of money in the game, or if you mean EV relative to the value of the firstly-chosen envelope.
When we're talking about "solving a game", we're talking about finding the optimal decisions within a game to maximize the expected value from the game as a whole. In the Two Envelope game we have just one decision: switch or not. So we need to find out if EV(switch) > EV(stay), where both EVs are relative to the total amount of money in the game (not relative to the value of firstly-chosen envelope). We have many ways to conclude that both of these actions have expected value zero. We don't have to be able to compute the "EV of the envelope". We only need to know the relative difference between the EV of these 2 actions. There's many ways of computing them, and all of those ways lead us to the conclusion that the EV of both actions is zero. I'm not aware of any "incorrect" way of computing those EVs such that we would get a nonzero result.
Re: Two envelopes problem
#308Earlier quoted context omitted.
> I thought that this corresponds perfectly to my poker example. If it doesn't, and it means something completely different, ok, sure. I'm not a mathematician. I can't even read the notation that's used in subsequent part of the paper. I think you understood his point very well . I just think you're making a mistake in trying to recast his claim from "imperfect information games" have this property to "this narrow su…
> I think you understood his point very well. I just think you're making a mistake in trying to recast his claim from "imperfect information games" have this property to "this narrow subset of imperfect information games" has this property. Both imperfect games with an opponent and imperfect games without an opponent have the property of needing to play as if you are in multiple subgames, because the definition of th…
I guarantee you that your solution is going to have to incorporate a set somewhere that includes both subgames. You might forget it does, because you simplify to a scalar, but it is going to be there. In perfect information, it isn't there. In imperfect information it is.
Re: Two envelopes problem
#309Earlier quoted context omitted.
> I think you understood his point very well. I just think you're making a mistake in trying to recast his claim from "imperfect information games" have this property to "this narrow subset of imperfect information games" has this property. Both imperfect games with an opponent and imperfect games without an opponent have the property of needing to play as if you are in multiple subgames, because the definition of th…
> without any thought to other subgames I guarantee you that your solution is going to have to incorporate a set somewhere that includes both subgames. You might forget it does, because you simplify to a scalar, but it is going to be there. In perfect information, it isn't there. In imperfect information it is .
I'm having a lot of trouble identifying what exactly it is that we disagree about. If you have identified what it is that we disagree on, can you please formulate the disagreement as a wager that can be simulated with code? That way we can easily resolve the disagreement (or conclude that we actually don't have a disagreement).
Re: Two envelopes problem
#310Earlier quoted context omitted.
> without any thought to other subgames I guarantee you that your solution is going to have to incorporate a set somewhere that includes both subgames. You might forget it does, because you simplify to a scalar, but it is going to be there. In perfect information, it isn't there. In imperfect information it is .
> I guarantee you that your solution is going to have to incorporate a set somewhere that includes both subgames. You might forget it does, because you simplify to a scalar, but it is going to be there. In perfect information, it isn't there. In imperfect information it is. I'm having a lot of trouble identifying what exactly it is that we disagree about. If you have identified what it is that we disagree on, can you…
Your opponents strategy in poker is fixed; they will always play the nash equilibrium strategy, they will never play another strategy. Their strategy is fixed. They will never change it from this setting.
You've claimed that subgame perfect play can be calculated without respect to the subgame you aren't in, because you can make a choice on the basis of the EV of the subgame you are in without respect to the subgames you aren't in.
I disagree. I think you still need to account for every subgame you are in as if you are in all of them.
Let the subgame you are in be you having KK and your opponent having AA. However, obviously - you only know that you have KK.
Therefore, you should be able to compute the strategy which is the best response to 37 suited and according to your logic it should be equal to the best response to AA. After all, you have no means of determining which subgame you are in. So you have to have the same response in both subgames.
So compute the best response for KK to AA and prove that this is also the best response to 37 suited.
However, you've claimed you don't need to calculate this with respect to other subgames. So your computation of 37 suited and your computation for AA must not be equal to each other - if they are, then you share terms. You calculated them with respect to each other.
Let Br = Best response.
Write a program which shows Br(p1, p2, I[KK]) != Br(p1, p2, I[KK]) and Br(p1, p2, I[KK]) = Br(p1, p2, I[KK]) simultaneously. (That is to say, both your policy and your opponents policy are fixed)
My contention is that you can't do this. You claim you can. You are free to use a simpler variant of poker - Kuhn poker - so that the computation becomes more tractable.